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C# Audio.SoundEffect类代码示例

本文整理汇总了C#中Microsoft.Xna.Framework.Audio.SoundEffect的典型用法代码示例。如果您正苦于以下问题:C# SoundEffect类的具体用法?C# SoundEffect怎么用?C# SoundEffect使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


SoundEffect类属于Microsoft.Xna.Framework.Audio命名空间,在下文中一共展示了SoundEffect类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: LoadContent

        // Load Content
        public void LoadContent(ContentManager Content)
        {
            //Attacks
            attackSound = Content.Load<SoundEffect>(@"audio\attack");
            smashAttackSound = Content.Load<SoundEffect>(@"audio\smashattack");
            smashHitSound = Content.Load<SoundEffect>(@"audio\smashhit");
            shockSound = Content.Load<SoundEffect>(@"audio\shock");
            shockHitSound = Content.Load<SoundEffect>(@"audio\shockhit");
            shockSmashHitSound = Content.Load<SoundEffect>(@"audio\shocksmashhit");
            bulletSound = Content.Load<SoundEffect>(@"audio\bulletplus");
            smashBulletSound = Content.Load<SoundEffect>(@"audio\smashbullet");

            //Other
            jumpSound = Content.Load<SoundEffect>(@"audio\jump");
            doubleJumpSound = Content.Load<SoundEffect>(@"audio\doublejump");
            shieldSound = Content.Load<SoundEffect>(@"audio\shield");
            shieldBreakSound = Content.Load<SoundEffect>(@"audio\shieldbreak");
            pikaBreakSound = Content.Load<SoundEffect>(@"audio\pikabreak");
            selectSound = Content.Load <SoundEffect>(@"audio\select");
            backSelectSound = Content.Load<SoundEffect>(@"audio\menuback");
            respawnSound = Content.Load<SoundEffect>(@"audio\ballopen");
            deathCrySound = Content.Load<SoundEffect>(@"audio\deathCry");
            deathExplosionSound = Content.Load<SoundEffect>(@"audio\homerun");
            menuMusic = Content.Load<Song>(@"audio\menumusic");
            battleMusic = Content.Load<Song>(@"audio\battleMusic");
            themeMusic = Content.Load<Song>(@"audio\theme");
            danceMusic = Content.Load<Song>(@"audio\Gangnam Style");
        }
开发者ID:hieuqdo,项目名称:cs583pokemonfighter,代码行数:29,代码来源:SoundManager.cs

示例2: SoundObject

 //Modular Constructor
 public SoundObject(SoundEffect target, Vector2 posn)
 {
     this.sound = target;
     this.position = posn;
     this.isModular = true;
     this.dynamic = sound.CreateInstance();
 }
开发者ID:pquinn,项目名称:time-sink,代码行数:8,代码来源:SoundObject.cs

示例3: LoadContent

        public static void LoadContent()
        {
            for (int i = 0; i < cry.Length; i++)
            {
                cry[i] = c.Load<SoundEffect>("Sound\\cry" + i.ToString());
            }
            swoosh = c.Load<SoundEffect>("Sound\\swoosh");
            shake = c.Load<SoundEffect>("Sound\\shake");
            gun = c.Load<SoundEffect>("Sound\\gun");
            spring = c.Load<SoundEffect>("Sound\\spring");
            run = c.Load<SoundEffect>("Sound\\run");
            reload = c.Load<SoundEffect>("Sound\\reload");
            enemyDeath = c.Load<SoundEffect>("Sound\\zombie-death");
            spawn = c.Load<SoundEffect>("Sound\\spawn");
            spawn2 = c.Load<SoundEffect>("Sound\\spawn2");
            coin = c.Load<SoundEffect>("Sound\\coin");
            explosion1 = c.Load<SoundEffect>("Sound\\explode1");
            explosion2 = c.Load<SoundEffect>("Sound\\explode2");
            ladder = c.Load<SoundEffect>("Sound\\ladder");
            catchBaby = c.Load<SoundEffect>("Sound\\smack");
            slice = c.Load<SoundEffect>("Sound\\slice");
            banshee = c.Load<SoundEffect>("Sound\\banshee");

            LoadInstances();
        }
开发者ID:DuncanKeller,项目名称:Glow-Baby-Glow--Parenthood-Simulator,代码行数:25,代码来源:SoundsManager.cs

示例4: PostGameState

        public PostGameState( int score ) : base()
        {
            m_heading = content.Load<Texture2D>("Images/GameOverTitle");
            m_backgroundSprite = content.Load<Texture2D>("Images/MenuBackground");
            m_indicator = content.Load<Texture2D>("Images/LeftSelector");
            m_scoresText = content.Load<Texture2D>("Images/ScoreText");
            m_nameText = content.Load<Texture2D>("Images/NameText");
            m_acceptText = content.Load<Texture2D>("Images/AcceptText");

            m_indicatorLeftPosition = new Vector2(412, 378);
            m_indicatorRightPosition = new Vector2(448, 378);

            m_blipSound = content.Load<SoundEffect>("Sounds/Blip");
            m_blipVolume = 0.1f;

            m_playerScore = score;
            m_highScoreList = new HighScoresObject();
            m_highScoreList.LoadHighScores();
            m_buttonSelected = 0;

            m_letterInt = new List<int>();
            m_letterInt.Add(0);
            m_letterInt.Add(0);
            m_letterInt.Add(0);

            m_letterString = new List<string>();
            m_letterString.Add("A");
            m_letterString.Add("A");
            m_letterString.Add("A");
        }
开发者ID:ShiftyMexican,项目名称:NeonCommander,代码行数:30,代码来源:PostGameState.cs

示例5: LoadContent

		/// <summary>
		/// LoadContent will be called once per game and is the place to load
		/// all of your content.
		/// </summary>
		protected override void LoadContent ()
		{
			// Create a new SpriteBatch, which can be used to draw textures.
			spriteBatch = new SpriteBatch (GraphicsDevice);

			//TODO: use this.Content to load your game content here
			monkey = Content.Load<Texture2D> ("monkey");
			background = Content.Load <Texture2D> ("background");
			logo = Content.Load<Texture2D> ("logo");
			font = Content.Load<SpriteFont> ("font");
			hit = Content.Load<SoundEffect> ("hit");
			title = Content.Load<Song> ("title");
			Microsoft.Xna.Framework.Media.MediaPlayer.IsRepeating = true;
			Microsoft.Xna.Framework.Media.MediaPlayer.Play (title);

			var viewport = graphics.GraphicsDevice.Viewport;
			var padding = (viewport.Width / 100);
			var gridWidth = (viewport.Width - (padding * 5)) / 4;
			var gridHeight = gridWidth;

			for (int y = padding; y < gridHeight*5; y+=gridHeight+padding) {
				for (int x = padding; x < viewport.Width-gridWidth; x+=gridWidth+padding) {
					grid.Add (new GridCell () {
						DisplayRectangle = new Rectangle (x, y, gridWidth, gridHeight)
					});
				}
			}
		}
开发者ID:infinitespace-studios,项目名称:Monkey.Tap,代码行数:32,代码来源:Game1.cs

示例6: Initialize

        public static void Initialize(ContentManager content)
        {
            scream = content.Load<SoundEffect>("Assets/Sounds/deathScream");
            collectSound = content.Load<SoundEffect>("Assets/Sounds/itemCollect");
            checkpointHell = content.Load<SoundEffect>("Assets/Sounds/CheckpointHell");
            checkpointCrystal = content.Load<SoundEffect>("Assets/Sounds/CheckpointCristall");
            fireball = content.Load<SoundEffect>("Assets/Sounds/Fireball");
            freezingIce = content.Load<SoundEffect>("Assets/Sounds/freezingIce");
            whip = content.Load<SoundEffect>("Assets/Sounds/whip");
            laser = content.Load<SoundEffect>("Assets/Sounds/laser");
            SeraphinScream = content.Load<SoundEffect>("Assets/Sounds/SeraphinScream");
            thunder = content.Load<SoundEffect>("Assets/Sounds/thunder");
            spear = content.Load<SoundEffect>("Assets/Sounds/spear");
            claws = content.Load<SoundEffect>("Assets/Sounds/claws");
            mainMenu = content.Load<SoundEffect>("Assets/Sounds/mainMenu");
            menu = mainMenu.CreateInstance();
            menu.IsLooped = true;
            punch = content.Load<SoundEffect>("Assets/Sounds/punch");
            waterSound = content.Load<SoundEffect>("Assets/Sounds/water");
            water = waterSound.CreateInstance();
            spawn = content.Load<SoundEffect>("Assets/Sounds/spawn");
            minionsFraktus = content.Load<SoundEffect>("Assets/Sounds/minions");
            goldCave = content.Load<SoundEffect>("Assets/Sounds/GoldCave");
            cave = goldCave.CreateInstance();
            //cave.IsLooped = true;

            //background crystal
            crystalBackground = content.Load<SoundEffect>("Assets/Sounds/crystalBackground");
            crystalBG = crystalBackground.CreateInstance();
            crystalBG.Volume = 0.25f;
            crystalBG.IsLooped = true;
        }
开发者ID:KleinerMensch,项目名称:CR4VE,代码行数:32,代码来源:Sounds.cs

示例7: cChampBtn

        public cChampBtn(Texture2D newTexture, SoundEffect newSound, GraphicsDevice graphics)
        {
            texture = newTexture;
            sound = newSound;


       }
开发者ID:Ranoar,项目名称:LoL-eSports-Manager,代码行数:7,代码来源:cChampBtn.cs

示例8: LoadContent

        public static void LoadContent(ContentManager aContent)
        {
            s_AngrySounds = new SoundEffect[] {
                aContent.Load<SoundEffect>("sound/Grumble_01"),
                aContent.Load<SoundEffect>("sound/Grumble_02"),
                aContent.Load<SoundEffect>("sound/Grumble_03"),
                aContent.Load<SoundEffect>("sound/Grumble_04"),
                aContent.Load<SoundEffect>("sound/Grumble_05"),
                aContent.Load<SoundEffect>("sound/Grumble_06"),
                aContent.Load<SoundEffect>("sound/Grumble_07"),
                aContent.Load<SoundEffect>("sound/Grumble_08"),
            };

            s_ExplodeSounds = new SoundEffect[] {
                aContent.Load<SoundEffect>("sound/Burst_01"),
                aContent.Load<SoundEffect>("sound/Burst_02")
            };

            s_NomSounds = new SoundEffect[] {
                aContent.Load<SoundEffect>("sound/Eat_01"),
                aContent.Load<SoundEffect>("sound/Eat_02"),
                aContent.Load<SoundEffect>("sound/Eat_03"),
                aContent.Load<SoundEffect>("sound/Eat_04"),
                aContent.Load<SoundEffect>("sound/Eat_05"),
                aContent.Load<SoundEffect>("sound/Eat_06")
            };

            s_PickUpSound = aContent.Load<SoundEffect>("sound/Pickup");
        }
开发者ID:darrentorpey,项目名称:game_of_nom,代码行数:29,代码来源:SoundState.cs

示例9: Initialize

        /// <summary>
        /// Initializes all the audio content.
        /// </summary>
        /// <param name="Content">The ContentManager to use</param>
        public static void Initialize(ContentManager Content)
        {
            try
            {
                // Songs
                GameplayMusic = Content.Load<Song>("audio/GameplayMusic");
                GameplayMusic2 = Content.Load<Song>("audio/GameplayMusic2");
                GameplayMusic3 = Content.Load<Song>("audio/GameplayMusic3");
                TitleMusic = Content.Load<Song>("audio/TitleMusic");
                VictoryMusic = Content.Load<Song>("audio/VictoryMusic");

                // Sound Effects
                Soldier_Attack = Content.Load<SoundEffect>("audio/Soldier_Attack");
                Soldier_Dying = Content.Load<SoundEffect>("audio/Soldier_Dying");
                Worker_Dying = Content.Load<SoundEffect>("audio/Worker_Dying");
                Worker_Attack = Content.Load<SoundEffect>("audio/Worker_Attack");
                Zombie_Dying = Content.Load<SoundEffect>("audio/Zombie_Dying");
                Zombie_Attack = Content.Load<SoundEffect>("audio/Zombie_Attack");
            }
            catch (Exception e)
            {
                audioReady = false;
            }

            MediaPlayer.Volume = 0.50f;
            MediaPlayer.IsRepeating = true;
            play("music", "title");
        }
开发者ID:BGCX261,项目名称:zombie-real-time-strategy-game-svn-to-git,代码行数:32,代码来源:AudioManager.cs

示例10: GameManager

        public GameManager(Game game, int level)
        {
            mGame = game;

            mPlayer1 = new Character(game, new Pointf(400, 200), new Size(32, 32), new Velocity(), PlayerIndex.One);
            mPlayer2 = new Character(game, new Pointf(350, 200), new Size(32, 32), new Velocity(), PlayerIndex.Two);
            mBoss = null;
            mLevel = level;
            switch (level)
            {
                case 1:
                    mMap = MapBuilder.BuildLevel1(mGame, new Size(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), ref mPlayer1);
                    mPlayer1.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(0.5f, 1));
                    mPlayer2.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(0.5f, 1));
                    mBackgroundSong = mGame.Content.Load<Song>("music/Electrolyte - New Mission");
                    break;
                case 2:
                    mMap = MapBuilder.BuildSolo(mGame, new Size(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), ref mPlayer1);
                    mPlayer1.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(0.5f, 1));
                    mPlayer2.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(MapHelper.GetLastColumn()-1.5f, 1));
                    mBackgroundSong = mGame.Content.Load<Song>("music/Electrolyte - Plus vs Minus");
                    break;
                case 3:
                    mMap = MapBuilder.BuildBossLevel(mGame, new Size(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), ref mPlayer1);
                    mBoss = new Character(game, new Pointf(350, MapHelper.GetPlatformYAtLevel(1.5f)), new Size(64, 64), new Velocity(), PlayerIndex.Three);
                    mBackgroundSong = mGame.Content.Load<Song>("music/Electrolyte - Volt");
                    break;
            }

            mHud = new Hud(new Pointf(0, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), mGame, level);

            mIsPlayingSound = false;
            mGangnamSound = game.Content.Load<SoundEffect>("newgangnam");
            mGangnamInstance = mGangnamSound.CreateInstance();
        }
开发者ID:chrisdaher,项目名称:Electrolyte,代码行数:35,代码来源:GameManager.cs

示例11: View

        public View(GraphicsDeviceManager a_manager, ContentManager a_contentLoader)
        {
            //this is needed to draw sprites
            m_spriteBatch = new SpriteBatch(a_manager.GraphicsDevice);

            //Load content
            m_tileTexture = a_contentLoader.Load<Texture2D>("FinalTiles5");
            m_playerTexture = a_contentLoader.Load<Texture2D>("WalkingSquare");
            m_playerTextureLeft = a_contentLoader.Load<Texture2D>("player2left");
            m_enemyTexture = a_contentLoader.Load<Texture2D>("Enemy2");

            m_smokeTexture = a_contentLoader.Load<Texture2D>("smoke1");
            m_backgroundTexture = a_contentLoader.Load<Texture2D>("LimboFinal");

            m_jumpSound = a_contentLoader.Load<SoundEffect>("14");
            m_pointSound = a_contentLoader.Load<SoundEffect>("7");
               m_deathSound = a_contentLoader.Load<SoundEffect>("8");

            m_textfont = a_contentLoader.Load<SpriteFont>("Font");

            Moonchild =a_contentLoader.Load<Song>("3");

            MediaPlayer.IsRepeating = true;
            MediaPlayer.Volume = 0.3f;
            SoundEffect.MasterVolume = 0.6f;

            if (!songstart)
            {
                MediaPlayer.Play(Moonchild);

                songstart = true;

            }
        }
开发者ID:mirsadsehovic,项目名称:My-First-Windows-Game--XNA-,代码行数:34,代码来源:View.cs

示例12: Fireball

        //Constructor
        public Fireball(ContentManager content, Vector2 position, int direction, MouseState ms)
        {
            this.texture = content.Load<Texture2D>(@"pictures\Fireball");
            sound = content.Load<SoundEffect>(@"music\shotgun");
            Fireball.Sound.Play(0.5f, 0.0f, 0.0f);

            if (direction == 1)
            {
                this.position = position + new Vector2(80f, 60f);
                Vector2 speed = this.CalculateSpeed(this.position, ms);
                this.speed = new Vector2(this.maxSpeed * speed.X,
                                         this.maxSpeed * speed.Y);
                this.effect = SpriteEffects.None;
            }
            else
            {
                this.position = position + new Vector2(0f, 60f);
                Vector2 speed = this.CalculateSpeed(this.position, ms);
                this.speed = new Vector2(-this.maxSpeed * speed.X,
                                         -this.maxSpeed * speed.Y);
                this.effect = SpriteEffects.FlipHorizontally;
            }
            this.destinationRect = new Rectangle((int)this.position.X, (int)this.position.Y, 25, 24);
            this.sourceRect = new Rectangle(0, 0, 50, 48);
        }
开发者ID:juccool,项目名称:AM1B-GAME,代码行数:26,代码来源:Fireball.cs

示例13: Moto

        public Moto(ContentManager Content, GameWindow Window)
            : base(Content.Load<Texture2D>("moto"))
        {
            this.Window = Window;

            textura = Content.Load<Texture2D>("moto");

            posicao = new Vector2(200, 300);

            ronco = Content.Load<SoundEffect>("Sounds/SoundEffects/sound_effect");

            andando = new animacao();
            andando.quadro_X = 67;
            andando.quadro_Y = 47;
            andando.qtd_quadros = 3;
            andando.quadros_seg = 3;
            andando.Y = 0;

            correndo = new animacao();
            correndo.quadro_X = 67;
            correndo.quadro_Y = 47;
            correndo.qtd_quadros = 3;
            correndo.quadros_seg = 9;
            correndo.Y = 47;

            animacao_atual = correndo;
        }
开发者ID:clewerton,项目名称:motocroxxx,代码行数:27,代码来源:Moto.cs

示例14: PinchAddNewInteraction

        public PinchAddNewInteraction(TapEditInteraction editInteraction, PullDownItem pullDownItem)
        {
            _editInteraction = editInteraction;
            _pullDownItem = pullDownItem;

            _popSound = SoundEffect.FromStream(Microsoft.Xna.Framework.TitleContainer.OpenStream("Sounds/pop.wav"));
        }
开发者ID:jjchiw,项目名称:WP7-ClearStyle,代码行数:7,代码来源:PinchAddNewInteraction.cs

示例15: Gun

        public Gun(Texture2D[] inputTexture, SoundEffect inputZap)
        {
            // Gun's textures.
            textureHolding = inputTexture;
            gunTexture = inputTexture[0];
            borderTexture = inputTexture[2];
            // Munitions-in-flight.
            BULLETS = new List<Bullet>();
            // Offset for animation rotation.
            rotationOffset = new Vector2(17.5F, 9);
            // Width and height of the gun's sprite.
            frameWidth = 35;
            frameHeight = 18;
            // Color, rotation, and effects.
            color = Color.White;
            rotation = 0;
            effects = SpriteEffects.None;
            // Where do you want the gun placed relative to the vector it is attached too?
            placementXOffset = 15;
            placementYOffset = 35;
            // Zap sound effect.
            zap = inputZap;
            animationFrame = new Rectangle(0, 0, frameWidth, frameHeight);

            mineSpawn = new Stopwatch();
        }
开发者ID:bhalash,项目名称:Flyatron,代码行数:26,代码来源:Gun.cs


注:本文中的Microsoft.Xna.Framework.Audio.SoundEffect类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。